| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447 |
- //
- // Copyright (c) 2008-2015 the Urho3D project.
- //
- // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include <Atomic/Core/ProcessUtils.h>
- #include <Atomic/Graphics/Geometry.h>
- #include "OpenAssetUtils.h"
- namespace ToolCore
- {
- void CollectMeshes(const aiScene* scene, OutModel& model, aiNode* node)
- {
- // skip LOD for now
- String name = node->mName.C_Str();
- if (name.Find("LOD1") != String::NPOS || name.Find("LOD2") != String::NPOS)
- {
- return;
- }
- for (unsigned i = 0; i < node->mNumMeshes; ++i)
- {
- aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
- for (unsigned j = 0; j < model.meshes_.Size(); ++j)
- {
- if (mesh == model.meshes_[j])
- {
- PrintLine("Warning: same mesh found multiple times");
- break;
- }
- }
- model.meshIndices_.Insert(node->mMeshes[i]);
- model.meshes_.Push(mesh);
- model.meshNodes_.Push(node);
- model.totalVertices_ += mesh->mNumVertices;
- model.totalIndices_ += GetNumValidFaces(mesh) * 3;
- }
- for (unsigned i = 0; i < node->mNumChildren; ++i)
- CollectMeshes(scene, model, node->mChildren[i]);
- }
- void GetMeshesUnderNode(const aiScene* scene, Vector<Pair<aiNode*, aiMesh*> >& dest, aiNode* node)
- {
- for (unsigned i = 0; i < node->mNumMeshes; ++i)
- dest.Push(MakePair(node, scene->mMeshes[node->mMeshes[i]]));
- }
- unsigned GetMeshIndex(const aiScene* scene, aiMesh* mesh)
- {
- for (unsigned i = 0; i < scene->mNumMeshes; ++i)
- {
- if (scene->mMeshes[i] == mesh)
- return i;
- }
- return M_MAX_UNSIGNED;
- }
- unsigned GetBoneIndex(OutModel& model, const String& boneName)
- {
- for (unsigned i = 0; i < model.bones_.Size(); ++i)
- {
- if (boneName == model.bones_[i]->mName.data)
- return i;
- }
- return M_MAX_UNSIGNED;
- }
- aiBone* GetMeshBone(OutModel& model, const String& boneName)
- {
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- aiMesh* mesh = model.meshes_[i];
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
- {
- aiBone* bone = mesh->mBones[j];
- if (boneName == bone->mName.data)
- return bone;
- }
- }
- return 0;
- }
- Matrix3x4 GetOffsetMatrix(OutModel& model, const String& boneName)
- {
- for (unsigned i = 0; i < model.meshes_.Size(); ++i)
- {
- aiMesh* mesh = model.meshes_[i];
- aiNode* node = model.meshNodes_[i];
- for (unsigned j = 0; j < mesh->mNumBones; ++j)
- {
- aiBone* bone = mesh->mBones[j];
- if (boneName == bone->mName.data)
- {
- aiMatrix4x4 offset = bone->mOffsetMatrix;
- aiMatrix4x4 nodeDerivedInverse = GetMeshBakingTransform(node, model.rootNode_);
- nodeDerivedInverse.Inverse();
- offset *= nodeDerivedInverse;
- return ToMatrix3x4(offset);
- }
- }
- }
- return Matrix3x4::IDENTITY;
- }
- unsigned GetNumValidFaces(aiMesh* mesh)
- {
- unsigned ret = 0;
- for (unsigned j = 0; j < mesh->mNumFaces; ++j)
- {
- if (mesh->mFaces[j].mNumIndices == 3)
- ++ret;
- }
- return ret;
- }
- void WriteShortIndices(unsigned short*& dest, aiMesh* mesh, unsigned index, unsigned offset)
- {
- if (mesh->mFaces[index].mNumIndices == 3)
- {
- *dest++ = mesh->mFaces[index].mIndices[0] + offset;
- *dest++ = mesh->mFaces[index].mIndices[1] + offset;
- *dest++ = mesh->mFaces[index].mIndices[2] + offset;
- }
- }
- void WriteLargeIndices(unsigned*& dest, aiMesh* mesh, unsigned index, unsigned offset)
- {
- if (mesh->mFaces[index].mNumIndices == 3)
- {
- *dest++ = mesh->mFaces[index].mIndices[0] + offset;
- *dest++ = mesh->mFaces[index].mIndices[1] + offset;
- *dest++ = mesh->mFaces[index].mIndices[2] + offset;
- }
- }
- void WriteVertex(float*& dest, aiMesh* mesh, unsigned index, unsigned elementMask, BoundingBox& box,
- const Matrix3x4& vertexTransform, const Matrix3& normalTransform, Vector<PODVector<unsigned char> >& blendIndices,
- Vector<PODVector<float> >& blendWeights)
- {
- Vector3 vertex = vertexTransform * ToVector3(mesh->mVertices[index]);
- box.Merge(vertex);
- *dest++ = vertex.x_;
- *dest++ = vertex.y_;
- *dest++ = vertex.z_;
- if (elementMask & MASK_NORMAL)
- {
- Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
- *dest++ = normal.x_;
- *dest++ = normal.y_;
- *dest++ = normal.z_;
- }
- if (elementMask & MASK_COLOR)
- {
- *((unsigned*)dest) = Color(mesh->mColors[0][index].r, mesh->mColors[0][index].g, mesh->mColors[0][index].b,
- mesh->mColors[0][index].a).ToUInt();
- ++dest;
- }
- if (elementMask & MASK_TEXCOORD1)
- {
- Vector3 texCoord = ToVector3(mesh->mTextureCoords[0][index]);
- *dest++ = texCoord.x_;
- *dest++ = texCoord.y_;
- }
- if (elementMask & MASK_TEXCOORD2)
- {
- Vector3 texCoord = ToVector3(mesh->mTextureCoords[1][index]);
- *dest++ = texCoord.x_;
- *dest++ = texCoord.y_;
- }
- if (elementMask & MASK_TANGENT)
- {
- Vector3 tangent = normalTransform * ToVector3(mesh->mTangents[index]);
- Vector3 normal = normalTransform * ToVector3(mesh->mNormals[index]);
- Vector3 bitangent = normalTransform * ToVector3(mesh->mBitangents[index]);
- // Check handedness
- float w = 1.0f;
- if ((tangent.CrossProduct(normal)).DotProduct(bitangent) < 0.5f)
- w = -1.0f;
- *dest++ = tangent.x_;
- *dest++ = tangent.y_;
- *dest++ = tangent.z_;
- *dest++ = w;
- }
- if (elementMask & MASK_BLENDWEIGHTS)
- {
- for (unsigned i = 0; i < 4; ++i)
- {
- if (i < blendWeights[index].Size())
- *dest++ = blendWeights[index][i];
- else
- *dest++ = 0.0f;
- }
- }
- if (elementMask & MASK_BLENDINDICES)
- {
- unsigned char* destBytes = (unsigned char*)dest;
- ++dest;
- for (unsigned i = 0; i < 4; ++i)
- {
- if (i < blendIndices[index].Size())
- *destBytes++ = blendIndices[index][i];
- else
- *destBytes++ = 0;
- }
- }
- }
- unsigned GetElementMask(aiMesh* mesh)
- {
- unsigned elementMask = MASK_POSITION;
- if (mesh->HasNormals())
- elementMask |= MASK_NORMAL;
- if (mesh->HasTangentsAndBitangents())
- elementMask |= MASK_TANGENT;
- if (mesh->GetNumColorChannels() > 0)
- elementMask |= MASK_COLOR;
- if (mesh->GetNumUVChannels() > 0)
- elementMask |= MASK_TEXCOORD1;
- if (mesh->GetNumUVChannels() > 1)
- elementMask |= MASK_TEXCOORD2;
- if (mesh->HasBones())
- elementMask |= (MASK_BLENDWEIGHTS | MASK_BLENDINDICES);
- return elementMask;
- }
- aiNode* GetNode(const String& name, aiNode* rootNode, bool caseSensitive)
- {
- if (!rootNode)
- return 0;
- if (!name.Compare(rootNode->mName.data, caseSensitive))
- return rootNode;
- for (unsigned i = 0; i < rootNode->mNumChildren; ++i)
- {
- aiNode* found = GetNode(name, rootNode->mChildren[i], caseSensitive);
- if (found)
- return found;
- }
- return 0;
- }
- aiMatrix4x4 GetDerivedTransform(aiNode* node, aiNode* rootNode, bool rootInclusive)
- {
- return GetDerivedTransform(node->mTransformation, node, rootNode, rootInclusive);
- }
- aiMatrix4x4 GetDerivedTransform(aiMatrix4x4 transform, aiNode* node, aiNode* rootNode, bool rootInclusive)
- {
- // If basenode is defined, go only up to it in the parent chain
- while (node && node != rootNode)
- {
- node = node->mParent;
- if (!rootInclusive && node == rootNode)
- break;
- if (node)
- transform = node->mTransformation * transform;
- }
- return transform;
- }
- aiMatrix4x4 GetMeshBakingTransform(aiNode* meshNode, aiNode* modelRootNode)
- {
- if (meshNode == modelRootNode)
- return aiMatrix4x4();
- else
- return GetDerivedTransform(meshNode, modelRootNode);
- }
- void GetPosRotScale(const aiMatrix4x4& transform, Vector3& pos, Quaternion& rot, Vector3& scale)
- {
- aiVector3D aiPos;
- aiQuaternion aiRot;
- aiVector3D aiScale;
- transform.Decompose(aiScale, aiRot, aiPos);
- pos = ToVector3(aiPos);
- rot = ToQuaternion(aiRot);
- scale = ToVector3(aiScale);
- }
- bool GetBlendData(OutModel& model, aiMesh* mesh, PODVector<unsigned>& boneMappings, Vector<PODVector<unsigned char> >&
- blendIndices, Vector<PODVector<float> >& blendWeights, String& errorMessage, unsigned maxBones)
- {
- blendIndices.Resize(mesh->mNumVertices);
- blendWeights.Resize(mesh->mNumVertices);
- boneMappings.Clear();
- // If model has more bones than can fit vertex shader parameters, write the per-geometry mappings
- if (model.bones_.Size() > maxBones)
- {
- if (mesh->mNumBones > maxBones)
- {
- errorMessage = "Geometry (submesh) has over " + String(maxBones) + " bone influences. Try splitting to more submeshes\n"
- "that each stay at " + String(maxBones) + " bones or below.";
- return false;
- }
- boneMappings.Resize(mesh->mNumBones);
- for (unsigned i = 0; i < mesh->mNumBones; ++i)
- {
- aiBone* bone = mesh->mBones[i];
- String boneName = FromAIString(bone->mName);
- unsigned globalIndex = GetBoneIndex(model, boneName);
- if (globalIndex == M_MAX_UNSIGNED)
- {
- errorMessage = "Bone " + boneName + " not found";
- return false;
- }
- boneMappings[i] = globalIndex;
- for (unsigned j = 0; j < bone->mNumWeights; ++j)
- {
- unsigned vertex = bone->mWeights[j].mVertexId;
- blendIndices[vertex].Push(i);
- blendWeights[vertex].Push(bone->mWeights[j].mWeight);
- }
- }
- }
- else
- {
- for (unsigned i = 0; i < mesh->mNumBones; ++i)
- {
- aiBone* bone = mesh->mBones[i];
- String boneName = FromAIString(bone->mName);
- unsigned globalIndex = GetBoneIndex(model, boneName);
- if (globalIndex == M_MAX_UNSIGNED)
- {
- errorMessage = "Bone " + boneName + " not found";
- return false;
- }
- for (unsigned j = 0; j < bone->mNumWeights; ++j)
- {
- unsigned vertex = bone->mWeights[j].mVertexId;
- blendIndices[vertex].Push(globalIndex);
- blendWeights[vertex].Push(bone->mWeights[j].mWeight);
- }
- }
- }
- // Normalize weights now if necessary, also remove too many influences
- for (unsigned i = 0; i < blendWeights.Size(); ++i)
- {
- if (blendWeights[i].Size() > 4)
- {
- PrintLine("Warning: more than 4 bone influences in vertex " + String(i));
- while (blendWeights[i].Size() > 4)
- {
- unsigned lowestIndex = 0;
- float lowest = M_INFINITY;
- for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
- {
- if (blendWeights[i][j] < lowest)
- {
- lowest = blendWeights[i][j];
- lowestIndex = j;
- }
- }
- blendWeights[i].Erase(lowestIndex);
- blendIndices[i].Erase(lowestIndex);
- }
- }
- float sum = 0.0f;
- for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
- sum += blendWeights[i][j];
- if (sum != 1.0f && sum != 0.0f)
- {
- for (unsigned j = 0; j < blendWeights[i].Size(); ++j)
- blendWeights[i][j] /= sum;
- }
- }
- return true;
- }
- String FromAIString(const aiString& str)
- {
- return String(str.data);
- }
- Vector3 ToVector3(const aiVector3D& vec)
- {
- return Vector3(vec.x, vec.y, vec.z);
- }
- Vector2 ToVector2(const aiVector2D& vec)
- {
- return Vector2(vec.x, vec.y);
- }
- Quaternion ToQuaternion(const aiQuaternion& quat)
- {
- return Quaternion(quat.w, quat.x, quat.y, quat.z);
- }
- Matrix3x4 ToMatrix3x4(const aiMatrix4x4& mat)
- {
- Matrix3x4 ret;
- memcpy(&ret.m00_, &mat.a1, sizeof(Matrix3x4));
- return ret;
- }
- String SanitateAssetName(const String& name)
- {
- String fixedName = name;
- fixedName.Replace("<", "");
- fixedName.Replace(">", "");
- fixedName.Replace("?", "");
- fixedName.Replace("*", "");
- fixedName.Replace(":", "");
- fixedName.Replace("\"", "");
- fixedName.Replace("/", "");
- fixedName.Replace("\\", "");
- fixedName.Replace("|", "");
- return fixedName;
- }
- }
|